Call of Duty 3 Walkthrough :

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Walkthrough - Weapons FAQ

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Call of Duty 3
Weapons Guide
By DeathDealer259 (mp.conrad@comcast.net)
Copyright 2006 Chris Conrad
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Version History
:===========================================================================:
Version 1.0 Â– Guide completed
Version 1.1 Â– Many spelling/grammar errors corrected
- Fixed info on Scoped FG-42 (info provided by kikbigdog2)
- Added tank info (Sherman, Panzer, and Firefly)
- Added Vickers K machinegun
:===========================================================================:
Table of Contents
1.0 Â– Introduction
1.1 Â– Changes from CoD2
1.2 Â– ADS
1.3 Â– Strength Indicators
2.0 Â– Pistols
2.1 Â– Colt .45
2.2 Â– P38
2.3 Â– Pistol Efficiency
3.0 Â– Rifles
3.1 Â– M1 Garand
3.2 Â– Lee-Enfield
3.3 Â– Kar98k
3.4 Â– G43
3.5 Â– Scoped Springfield
3.6 Â– Scoped Lee-Enfield
3.7 Â– Scoped Kar98k
3.8 Â– Rifleman and Sniper Efficiency
4.0 Â– Submachine Guns
4.1 Â– Thompson
4.2 Â– Sten Gun
4.3 Â– MP40
4.4 Â– Submachine Gunner Efficiency
5.0 Â– Support Weapons
5.1 Â– BAR
5.2 Â– Bren LMG
5.3 Â– Stg44
5.4 Â– FG42
5.5 Â– Scoped FG42
5.6 Â– Support Gunner Efficiency
6.0 Â– Machineguns
6.1 Â– Browning .30cal
6.2 Â– Browning .50cal
6.3 Â– Vickers K
6.4 Â– MG34
6.5 Â– MG42
6.6 Â– Machine Gunner Efficiency
7.0 Â– Anti-Armor Weapons
7.1 Â– M9A1 Bazooka
7.2 Â– Panzerschreck
7.3 Â– Anti-Armor Efficiency
8.0 Â– Explosives
8.1 Â– Frag Grenade
8.2 Â– Stielhandgranate
8.3 Â– Smoke Grenade
8.4 Â– AP Mine
8.5 Â– Sticky Bomb
8.6 Â– Rifle Grenade
9.0 Â– Miscellaneous
9.1 Â– Trench Gun
9.2 Â– Granatwerfer
9.3 Â– Pak 43
9.4 Â– Sherman
9.5 Â– Panzer
9.6 Â– Firefly
:==========================================================================:
1.0 - INTRODUCTION
:==========================================================================:
Many Call of Duty fans were skeptical when they received news that Call of
Duty 3 was being developed by Treyarch, the producers behind COD2: Big Red
One, a game which left much to be desired in gameplay and campaign mode, as
well as multiplayer combat. But gamers were left stunned and surprised when
CoD3 first shipped, offering a slew of spectacular new features, graphics,
gameplay, and physics that did everything but blow CoD2 out of the water. The
game focuses primarily on the Normandy Breakout Campaign, from the Battle of
St. Lo to the Liberation of Paris, allowing the player to play as American,
British, Canadian, and Polish characters. As far as weapons are concerned,
they look and feel better than ever, yet also perform quite differently than
their Call of Duty 2 counterparts. The inclusion of vehicles into CoD3 gives
the player an even wider arsenal of firepower to use against opponents in
both single and multi-player game modes.
With a drastic increase from the 8 person multiplayer to an astounding 24
player war, it would be logical to assume that the firepower made available
to the player would have increased as well. But to the surprise of many, the
multiplayer arsenal has suffered a great reduction. Gone are the G43 (still
remains in campaign), M1 Carbine, and Grease Gun, as well as the entire
British and Russian weapon sets, leaving the player with only a basic
selection of US and German firearms.
The reason for this is Treyarch's emphasis on Class or "Kit Selection,"
basically meaning that with every weapon comes a special ability available
only to that particular class. For instance, a Rifleman has the ability to
attach a Rifle grenade to the end of his barrel, while a Sniper has the
ability to call in Artillery strikes.
For this guide, each individual weapon will be explored, analyzed, and noted
for historical references, while weapons included in multiplayer will be
matched with their appropriate Kit.
:==========================================================================:
1.1 Â– Changes from Call of Duty 2
:==========================================================================:
Compared to COD2, combat seems to have changed from small, restricted
skirmishes to full-fledged battles, with dozens of character models and
vehicles on screen at a time. The most noticeable change in terms of weapon
handling is the "focus vision" while aiming down the sights (see 1.2). The
weapons also feel slightly harder to use with pin-point accuracy, and should
often be used to suppress the enemy, rather than take down with one well
placed shot.
----------
CHANGES
----------
-All weapons are remodeled and simply appear shinier and smoother
-Some sounds have changed, while others have been salvaged from COD2: BRO
-In multiplayer, only your secondary weapon can be exchanged for a new one
-Sniper Rifles must now exit scoped mode to cycle the bolt
-Climb on top of tanks and disable with a grenade (multiplayer)
-Grenade buttons are different for single and multi-player (see 8.0)
-Grenades can be cooked
-Enemy grenades can now be picked up and thrown back (campaign only)
-MP44 name changed to Stg44
-FG42 and Scoped FG42 added to single player
-Anti Personnel Mines and sticky grenades added to multiplayer
-Scoped G43 removed, G43 removed from multiplayer
-M1 Carbine and Grease Gun removed
-Sprint takes the place of binoculars in multiplayer
-Melee attack strengths are different for each weapon
.30 cal and MG34 added as deployable MGs
In CoD2, a bullet was a bullet, no matter which weapon it was being launched
from or from what distance it was being fired from. Now, however, a player
can tell the difference between a 9mm Lugar and a 30-06. These changes in
ballistics seem somewhat unrealistic, but contribute gameplay-wise by
highlighting each weapon's strengths and weaknesses.
This basically means that one weapon cannot be used as an all-purpose death-
machine, but transforms it into a firearm exclusive to its given class,
making teamwork all the more important.
:===========================================================================:
1.2 Â– Aiming Down the Sights
:===========================================================================:
The aiming in CoD3 is unlike any other. With a pull of the left trigger, your
character will bring his weapon up to his shoulder and pear down the iron
sights. But this time, the only thing you will be able to see clearly is your
target. The rest is blurred out.
The only problem is that your target can be anything, whether it's a lonely
street lamp or a German MG42 gunner BEHIND the street lamp, whose bullets are
blowing out chunks of pavement in front of you. This is sometimes a problem,
as you may find yourself in many similar occasions where your opponent is
blocked by an obstructive object in your field of vision.
Additionally, switching from one target to the next is a bit more tricky, not
only because of the previously mentioned aspect, but also because your weapon
does not seem to stop immediately after you let go of the stick, seeming to
obey Newton's law of motion. While all of these features seem to contribute
to the realism of CoD3, they certainly don't make anything easier, and
emphasize more on individual player skill.
The iron sights themselves have undergone change, as well. Some sights, like
the Lee-Enfield and Kar98k, have shrunk, while others, like the Thompson and
Stg44, have increased in size. It seems that the unpleasant miniature sights
of CoD1 and the drastically magnified sights of CoD2 have reached equilibrium
for CoD3, providing a suitable experience for everyone.
The hit indicators from CoD2 have returned and serve the same purpose as they
did. It appears in the form of an X over your sights or your crosshairs for
every time one of your projectiles connects to a player or vehicle. Also, a
recognizable audio cue accompanies this indicator with the sound of a bullet
tearing through human flesh, no matter how far away you are from a target.
:===========================================================================:
1.3 - Strength Indicators
:===========================================================================:
Much like the system in CoD2, all weapons that appear in multiplayer are
given six areas of categorization to determine the best circumstances in
which to use the weapon. The categories are:
-Damage: indicates how much firepower a weapon is packing. Typically, light
weapons such as Pistols, SMGs, and Rifles will have the least, while power
weapons like the Trench Gun, Sniper Rifles, and Anti-Armor weapons will have
the most
-Range: determines the effective kill radius that a weapon should be used at.
Since all bullets have the same trajectory, this category is determined by
how far the line of sight zooms in while in ADS.
-Accuracy: shows how steady a weapon stays while aiming down the sights and
shot placement on fully automatic weapons.
-Melee: indicates how powerful a melee attack will be on the receiving end of
the blow. Larger weapons tend to have the most strength from a melee attack.
-Speed: tells how fast a player can move with a specific weapon. Submachine
Guns and pistols allow you to move the fastest, whereas heavier weapons like
.30cals and MG34s restrict movement.
-Rate of Fire: determines the amount of lead being propelled downrange per
second. Most bolt action rifles and the Trench Gun have the slowest rate of
fire, while automatic and semi-automatic weapons have faster firing rates.
These characteristics help classify the weapons and clarify their special
abilities, allowing the player to take a tactical approach on the situation.
If you are striving for high accuracy and fast movement from one sniping spot
to the next, you should opt to use the Scout class, or if you need to provide
lots of suppressive fire with lots of ammunition and a blistering rate of
fire, the Support class is the way to go. For every given scenario, there is
a weapon set that corresponds.
:===========================================================================:
2.0 Â– PISTOLS
:===========================================================================:
While not the most accurate and versatile weapons offered to the soldier, a
pistol is always issued as a standard sidearm for the typical infantryman.
Sometimes, however, you'll feel as if it is there just to prevent a weapon
slot from being empty.
The pistol is exclusive to multiplayer for a reason. It is there so that in
the case of a quick sprint, the player can simply whip out his pistol and
run, no matter which primary weapon he is packing, as the pistol is the
lightest weapon and the quickest to get from point A to point B. It is most
useful to the Anti-Armor class, just in case your target isn't a tank.
:===========================================================================:
2.1 - Colt .45
:===========================================================================:
Designation: Colt M1911A1 Automatic Pistol
Country of origin: USA
Available to: Allies
Caliber: .45 ACP
Feed mechanism: 7 round clip
Operation: Single action, recoil operated
--------------------------
History of the Colt .45
--------------------------
The Colt Model 1911 was designed by John Moses Browning, a genius when it
comes to firearm design, in 1900 and was adopted by the Colt Company in hopes
that they may interest the US Army with a suitable model. The 1911A1 was
based off of his previous blowback design, still featuring the same
innovative features, but refined as a locked-breech design. The handgun
consisted of three main parts: the barrel, the slide, and the handle. The
slide was locked to the barrel by means of two locking ribs machined into the
top of the barrel which corresponded with two grooves in the slide. When
fully loaded, the user would pull the slide back, which allowed a cartridge
to rise in position to be chambered. The slide would be pushed forward by
means of a return spring, and the breech block would push a cartridge into
the chamber, and lock against the ribs. The hammer, already cocked by the
slide, hit a firing pin inside the breech block, and fired the cartridge. The
recoil of the cartridge hitting the head of the breech block would force the
slide back, which in turn caused the barrel to fall and unlock from the
locking ribs by means of two hinges on the gun body. The extractor on the
breech block then ejected the spent case and allowed the entire process to
restart.
In 1907, a test was conducted by the US Army Ordinance department to find the
most suitable design to adopt. The Colt models came out on top, and were
asked to make refinements to the previous design, which included the
abandonment of the two hinges on the barrel in favor of only one. After more
trials, the Colt was adopted by the US Army as the Colt Model 1911. Minor
modifications in 1921 changed it to the Model 1911A1, which saw service in
WW2, Korea, and Vietnam, and continues to be manufactured worldwide.
-----------------------
The Colt .45 in CoD3
-----------------------
Apart from minor visual modifications, the Colt .45 has remained the same
throughout the CoD series. It is the lightest weapon to run with, still uses
a 7 round clip, and still takes anywhere from 3-5 shots to dispatch a foe. It
reloads at the same speed mid clip as it would while fully depleted. It has
quite a bit of recoil while sustaining rapid fire, so some time between shots
is required to place all rounds on your target.
While aiming down the sights, the rear sight appears as a U-notch, while the
front sight consists of a post, which has been enlarged and raised from the
previous game. The contrast between the two sights is peculiar, as the rear
sight appears dark grey, and the front sight is almost white, which has the
player often focusing on the rear sight. Shots impact just below the tip of
the front sight at distances up to 50 ft.
:===========================================================================:
2.2 - Walther P38
:===========================================================================:
Designation: Walther Pistole Model 1938
Country of Origin: Germany
Available to: Axis
Caliber: 9mm Lugar
Feed mechanism: 8 round clip
Operation: Double Action, recoil operated
-----------------------------
History of the Walther P38
-----------------------------
With the advent of the Lugar in 1908, some criticism followed the birth of
the military sidearm. It was clear that the Lugar '08 was not ideal for mass
production with its delicately machined parts and complex mechanisms, and did
not operate well in a combat environment. The German army began to look for a
replacement pistol, and the response came from the Walther company.
In 1929, Walther had developed the Walther PP, which gained the arms
manufacturer a considerable amount of fame for the pistol's effective
implication of a double action lock on an automatic pistol. Once the German
Army began looking for a replacement to the Lugar, Walther already had a
suitable model, which they planned to convert to 9mm and submit to the
Military. The Army was not in favor of the pistol, however, due to alleged
problems with the Walther PP recoil spring. So Walther began work on a new
design, and came back with a completely different pistol, one that still used
a double action lock, but fired from a locked breech (similar to the Colt
M1911), and featured a wedge below the barrel to hold it firm against the
slide until chamber heat and pressure had dropped to a suitable level. After
a few modifications, the German Army was keen to adopt the new design as P-38
or Pistole Model 38.
The design used the same breech block and slide mechanism as the Colt .45 to
chamber a round, and used a complex safety mechanism that the German army was
especially particular to. Upon engaging the safety mechanism, the firing pin
locked solidly, and if the hammer fell, could not fire a round. Alternately,
using the double action lock, a soldier could chamber a round, then lower the
hammer carefully, and when the time came, un-holster his sidearm and simply
pull the trigger to draw the hammer and release it to fire a round in one
motion.
After the war, the Walther P38 remained in use to some extent by the West
German Armed Forces, and was later replaced. Production of the P38 from 1938
to 1945 topped nearly 1 and a quarter million.
------------------
The P38 in CoD3
------------------
Along with the Colt .45, the P38 has changed very minimally from the last CoD
game. It is still the fastest pistol to run with and just as weak as it ever
was. Considering all aspects, the Colt .45 and P38 are similar in almost
every way (gameplay-wise at least), except for the difference of one more
bullet in the magazine. The only difference is that it feels like the P38
fires at a slightly slower rate than the Colt .45, but shouldn't be much of
an issue since the recoil will cause the weapon to rise after the first shot.
The P38 will take anywhere from 3-5 shots to incapacitate a target.
The sights consist of a rear fixed U-notch and a front Blade sight, very
similar to the Colt .45.
:===========================================================================:
2.3 Â– Pistol efficiency.
:===========================================================================:
There are probably two main reasons why you should be using a pistol. The
first is that things aren't going too great. You've ran out of ammunition in
your primary weapon or have found yourself in a situation where you primary
weapon is outmatched. The second is that things are going really great, and
that you are putting yourself to the test by using your sidearm. Either way,
I am going to tell you how to effectively use a pistol against your foes.
The first thing you should consider is your situation. Let's say you are a
Scout armed with a sniper rifle and a pistol. The scout class is particular
to medium and long range combat, but when the fight gets up close and
personal, the Sniper Rifle may be rendered useless. Your opponent undoubtedly
has a much more potent weapon. This is a situation where a pistol could
actually be quite useful.
When using a pistol, always try to aim for the head, as recoil will make
multiple shots to the body difficult. The pistol is only accurate to within
50 feet, as any further your shots will tend to disperse. When firing, make
sure that you are not tapping the trigger and shooting above your target.
Allow at least three fourths of a second between shots.
Pistols are also useful for more than just close up fighting. If you need to
cover a large, unknown distance on foot, or you're simply an impatient
person, a pistol is ideal. The light weight of pistols combined with the new
sprint feature to multiplayer will feel as if your character is hopped up on
Red Bull or Monster or some other kind of happy drink.
However, 9 out of 10 times, you will find that you're primary weapon will be
more useful in most situations than a pistol, as this primary weapon will
fire faster, harder, more accurately, or all of the above than your standard
issue sidearm. Pistols are certainly very easy to use, however.
(Another thing that should be noted is your inability to swap both weapons in
your inventory for a scavenged weapon, as this could get in the way of your
class's special ability. The only weapon you are able to trade is your
secondary weapon, or your sidearm.)
:===========================================================================:
3.0 Â– Rifles
:===========================================================================:
The Rifleman is the backbone of the infantry, serving a healthy combination
of suppressive fire, close range AND long range assault, and tactical combat.
Rifles in CoD3 still serve that same purpose, and despite major visual
enhancements, still perform in basically the same way.
The main difference is the way the sights appear. Most non-scoped rifles have
typically received rear-sight enlargements, while the front sights remain
either the same or smaller. The Kar98k seems to be the most changed by this
(more on that in 3.3). While some fans may not agree on this decision, it
effectively helps new players learn faster and makes using rifles all the
more easier.
Rifles are obviously associated with the Rifleman class, which comes with a
Rifle, a Pistol, and a Rifle Grenade, which attaches to the end of your
barrel (included in 8.6).
Sniper Rifles are linked with the Scout Class, which comes with a sniper
rifle, a pistol, a frag grenade, and binoculars (artillery strike).
:===========================================================================:
3.1 Â– M1 Garand
:===========================================================================:
Designation: US Rifle M1
Country of origin: USA
Available to: Allies, American
Caliber: .30-06 Springfield
Feed mechanism: 8 round En Bloc clip
Operation: Gas operated, closed bolt
---------------------------
History of the M1 Garand
---------------------------
The famous M1 Garand rifle was designed by a Canadian-American named John C.
Garand in the US Army Springfield arsenal from 1922 to 1932, after which it
was adopted by the Army (although mass production didn't begin until 1937).
Garand invented the rifle with certain Army qualifications in mind, such as
the demands of a fixed, non-protruding magazine. To get around this, Garand
used a type of feed mechanism called the "en bloc" clip, a charger-type
system that was inserted into the rifle from the top, designed by John
Pederson. When all rounds were depleted from the magazine, a feed arm would
eject the empty clip from the rifle, producing the Garand's characteristic
"ping" song. Originally chambered for the .276 Pederson cartridge, the Garand
prototypes were later converted to .30 '06 due to ammunition availability.
The M1 Garand was the first semi-automatic rifle ever adopted into widespread
military use. It also implemented a very successful gas-piston system not
commonly seen before in semi-auto rifles. When the first round was fired, a
portion if the expanding gas pressure was diverted to a chamber under the
barrel, and drove a stainless steel piston, which was attached to the
charging rod, back. The charging rod was attached to the bolt, and unlocked
it by means of rotating the bolt head out of two locking grooves on the inner
surface of the breech. The bolt was forced back to cock the hammer, eject the
spent case, and returned by means of a spring on the piston to chamber a new
round. When the last round was fired, the piston was blown back and engaged
an arm which ejected the empty clip from the rifle. This allowed the firer to
quickly insert a new clip and resume firing.
The Garand officially replaced the Springfield in 1936, (although some still
remained in use until Korea) and was the iconic image of the American
infantryman during WW2. A fan of its performance, General George S. Patton
dubbed it "the greatest implement of battle ever devised.) A number of
Garands were converted to sniper variants during WW2 (M1C and M1D), although
these were not as popular as Springfields. The Garand was replaced by the M14
in 1957.
------------------------
The M1 Garand in CoD3
------------------------
Apart from stunning visual alterations, the M1 Garand is practically the same
as it was in CoD2. It feels as if it fires slightly faster, and kills in
about the same amount of shots. In Campaign it only takes about 1 or 2 shots
to effectively put down a target, and in multiplayer it may take 3-4 shots to
incapacitate an opponent if you shoot for the torso. The sound effects sound
a little wimpy on a regular TV, especially the clip ejection, which you may
not even notice. It almost sounds like someone lightly tapping on a triangle.
Aside from disappointing sounds, the Garand is a tough, reliable weapon and
suitable for most combat scenarios.
The sights consist of a rear aperture sight and a blade front sight. The rear
aperture sight is wider around the edges, and more resembles a circular plate
with a hole than a skinny ring like in CoD2. The front sight has decreased in
size just a little bit, but the Garand is still very easy to use.
It has a small degree of recoil, but the barrel will immediately snap back on
target, allowing for quick, efficient fire at close and medium ranges. Even
in a standing position, the Garand is accurate down to the very last pixel,
making the M1 Garand a very good firearm to use at long range.
:===========================================================================:
3.2 Â– Lee-Enfield
:===========================================================================:
Designation: Rifle, No. 4 Mk. 1, Lee-Enfield
Country of origin: Great Britain
Available to: British, Canadian, Polish
Caliber: .303 British
Feed mechanism: 10 round box magazine
Operation: Lee bolt
-----------------------------
History of the Lee-Enfield
-----------------------------
The history of the entire Lee-Enfield series starts with the Lee-Metford
Rifle of 1889, which followed Lee's prototype design manufactured by
Remington. It was the first bolt action rifle to be fed by a detachable box
magazine, which held 8 cartridges. It was a combination of James Paris Lee's
bolt and magazine with a barrel developed by William Metford to counter
fouling by the current Black-Powder charges. Later, after the adoption of
cordite as the British cartridge, the barrel was converted by the Enfield to
help stop erosion in smokeless powder guns. The result was the Lee-Enfield
Rifle.
Two rifles were manufactured for the British Army: a long, infantry rifle,
and a short, Cavalry carbine. To eliminate the complication of developing two
rifles, a universal rifle was invented, dubbed the SMLE, or "Short, Magazine,
Lee-Enfield." This rifle, developed in 1903, was well designed and was
suitable for both infantry and Cavalry units, and served the British Army
well through the Boer War and WW1. After the War, however, some question and
skepticism from old traditionalists came up whether the rifle was acceptable
to military standards. Plans for a new rifle based off the Mauser began to go
underway, but eventually failed. After that, it appeared that the best choice
would be the SMLE, which remained standard up until WW2. It was clear that
the SMLE was complicated to produce and manufacture in mass quantities, so it
was simplified, the characteristic nose-cap removed and the rear sights moved
back over the bolt-way in the form of an aperture sight. Its new name was the
Lee-Enfield No.4 Mk.1, first introduced to British troops in 1941.
The No. 4 Lee-Enfield remained in service until it was replaced by the EM2 in
1949. The No.4 was very popular with many countries such as Canada, Poland,
and Australia. It was well known for its ingenious bolt, which featured 2
locking lugs, one on the top and one on the bottom. The bolt head was
attached to a guide on the boltway, and when rotated, would stay in position
and kept the bolt attached. As the bolt was pushed back, the head would catch
another round and push it into the chamber, then locked. It is said that the
Lee-Enfield action features the fastest bolt-operation out of any bolt action
rifle of WW2.
--------------------------
The Lee-Enfield in CoD3
--------------------------
No longer available in multiplayer, the Lee-Enfield is included in a wide
variety of single player missions. It appears smaller than the Lee-Enfield in
CoD2, and simply looks better, not to mention, shinier. It may seem like a
very unusual way to describe a new weapon, but it is actually that simple.
Like most guns in CoD3, the Lee-Enfield looks as if it was submerged in a
thick coat of laminate, and none of the metal is blued.
The sounds are a wee bit of a let down, as it sounds not so much of a "Ker-
Pow!" like CoD2, but more of a "Smack!" Nonetheless, it's still a pretty
satisfying weapon to use. A welcome change to the reload system has been
implemented as well. Now, instead of having to wait for your ammunition to
drop down to 5 rounds to reload, you may now top up the Lee-Enfield at any
time and replenish its stock back to 10. Additionally, you can stop the
insertion of the second stripper clip after reloading. To do this, you simply
need to press the reload button, and then press the right trigger after
loading the first stripper clip, similar to reloading a sniper rifle.
The Iron sights are slightly different. The rear sight has been enlarged and
the aperture has been greatly increased in diameter. The front sight is
smaller, with a center blade and a small post on either side of it. The shot
will land just slightly above the center post, so be sure to keep this in
mind while firing from long range. The bolt takes longer to cycle, as it does
with all bolt action rifles, so also consider this as a factor.
:===========================================================================:
3.3 Â– Kar98k
:===========================================================================:
Designation: Der Karabiner 1898 Kurz
Country of Origin: Germany
Available to: Axis, German
Caliber: 8mm Mauser
Feed Mechanism: 5 round integral magazine
Operation: Mauser bolt
------------------------
History of the Kar98k
------------------------
The Mauser brothers were the fathers of the bolt action rifle. During as
early as 1867, Mauser began work on a new design that would outdate muskets
and all other muzzle loaders and replace them with the stunning bolt action.
They sold their design to an American businessman named Samuel Norris for
80,000 francs. Norris attempted to submit this design to the French military,
but did not succeed. Scared that the design would not take, Norris paid the
Mauser brothers his yearly payment and terminated the contract. Incidentally,
France is the only country to never accept a single Mauser.
The Mausers returned to Germany and submitted the design to the Army, which
they were more than happy to accept in 1871. After various refinements to the
design through the late 1800s, the Mausers finally took their design and
implemented it into a new rifle, the GEW 98, which used a powerful 8mm Mauser
cartridge. The G98 was an instant classic around the world, and sold to
various nations as a standard military rifle. After WW1, the Germans, acting
off of previous British intentions, took the Mauser rifle and carbine, and
combined them to form the Mauser Kar98k, very similar to the Lee-Enfield
SMLE. The barrel was reduced from 90cm to 61cm, and the bolt was curved down
so that some Kar98ks may be fitted with a scope.
The Mauser design used a bolt with two locking lugs in the front and one in
the back. The firer would unlock the bolt by rotating it 90 degrees, then
pull back and allow a cartridge to enter the boltway from the integral
magazine. The firer would return the bolt to push a round into the chamber,
and then lock it by pushing it back down. While on the return stroke, the
cocking piece would catch on the sear, pushing against the firing pin spring
until fully cocked. Upon pulling the trigger, the sear would allow the
cocking piece to release and fire the round.
The Mauser was adopted and manufactured by dozens of nations around the
world. It became the iconic image of the Third Riech and paved the way for
many rifles like the Springfield and the Lee-Enfield, as well as the entire
history of bolt-action rifles.
---------------------
The Kar98k in CoD3
---------------------
The Kar98k is still a strong, faithful bolt-action rifle that can be found
everywhere in the single and multiplayer modes. It has stayed relatively
similar to the CoD2 version, still holds 5 rounds, and still kills in 1-2
shots. In the hands of an expert, a Kar98k can be used to inflict bloody
carnage upon an entire squad of opponents. While it does take longer to cycle
the bolt, the rifle will snap back to the precise spot that you left it.
Cycling the bolt itself is smoother and crisper, and ultimately more
satisfying, and the sounds are actually quite dashing.
The most that's changed from CoD2 to CoD3 is the iron sights. Both sights
have shrunk, probably to balance multiplayer, and the rear sight has changed
from a wide U-notch to a tiny little V-notch, while the front sight has
changed from a hooded post to a lone blade. Aiming shouldn't be too
different, but it isn't exactly the same. The sights are more akin to CoD2:
BRO sights.
Reloading is much faster. In fact, it is almost as fast as just cycling the
bolt, which makes keeping up a sustained stream of fire all the more easier.
All in all, the Kar98k is a good, solid weapon that is easy to use.
:===========================================================================:
3.4 Â– G43
:===========================================================================:
Designation: Gewehr 1943
Country of origin: Germany
Available to: German
Caliber: 8mm Mauser
Feed Mechanism: 10 round detachable box magazine
Operation: Gas operated
---------------------
History of the G43
---------------------
The development of the G43 was actually effected by Germany's encounter with
the Russian SVT-40 models on the Eastern Front. These rifles offered more
firepower than the Kar98k and outclassed it in battle. Combat with the
American M1 Garand and M1 Carbine on the Western Front also brought to
realization that the Kar98k was no longer the best rifle in the world. Mauser
and Walther both got to work on developing a suitable semi-automatic for the
German Army. The G41 submitted by Walther seemed to be the best choice, if
not for the complex gas system, built around the Bang Rifle, which trapped
the gas as it expanded from the muzzle. In 1943, Walther submitted their
revised design with an improved gas-piston system similar to Tokarev model
rifles, and also replaced the integral 10 round system with a removable 10
round clip. The G43 entered service in 1943, and quickly proved to be an
accurate, reliable, and powerful semi-automatic rifle. Typically, semi-
automatic rifles were not as well suited to sniping and long range combat as
bolt-action rifles, but the G43 proved to be an exception, 53,000 of which
were fitted with scopes.
The G43 operated very similar to SVT-40 rifles and the M1 Garand, in which a
gas piston chamber ran over the barrel to drive the bolt back and eject the
spent case. But instead of the recoil spring around the gas piston, it ran
behind the bolt. A charging handle mounted along the top was attached to the
bolt carrier, which contained the bolt (duh). The bolt was attached to a
mainspring and when it recoiled, compressed the spring and pushed it against
the buffer. The spring drove the bolt back and chambered another round.
The G43 remained in service until the wars end, and was very popular among
infantry and sniper units. Although produced on a large scale, the G43 never
replaced the Kar98k because the German Army needed every firearm they could
get their hands on.
------------------
The G43 in CoD3
------------------
Only available in certain campaign levels, the G43 has changed quite a bit.
The first thing you'll notice is that it feels kind of stupid in your hands.
It lacks the pristine shine of other weapons, and isn't all that pretty to
look at. Despite awkward visual alterations, though, the G43 isn't all that
bad of a weapon. It takes 1-2 shots to kill, has a ten round clip, and
reloads fast. But on the down side, it fires at a much slower rate than in
CoD2. Players used to the G43 in the previous game may be used to its
relatively fast rate of fire, and may overestimate its new firing rate.
The iron sights have greatly increased in size, and still consist of a rear
V-notch and a front hooded post. At close to medium range, the G43 performs
quite nicely, but at long range it feels very hard to aim and place accurate
shots. It also has more recoil than you would expect. Nonetheless, the G43 is
worth picking up due to ammunition availability.
:===========================================================================:
3.4 Â– Scoped Springfield
:===========================================================================:
Designation: US Rifle M1903A4
Country of origin: USA
Available to: Allies, American
Caliber: .30-06 Springfield
Feed Mechanism: 5 round integral magazine
Operation: Mauser Bolt
-----------------------------
History of the Springfield
-----------------------------
Looking for a replacement for the trap-door Springfield, an old, outdated
single-shot rifle, the US examined at least 50 different models of rifles in
1892 and finally adopted the Krag-Jorgenson, a rather hasty decision. During
the Spanish American War in 1898, it was made clear that the American Krag
rifle was simply outclassed and inferior to the latest Mauser G98 models.
After the War, the US Army Ordinance department began to test the Mauser, and
decided that it was an ideal system to build a rifle around. It is not
exactly clear on how the rights were obtained from Mauser, whether the design
was stolen and later paid off or if Mauser gave a license to the Springfield
Armory for production, but the Mauser brothers were paid $200,000 dollars for
the design anyways. In 1903, Springfield had submitted their design, which
was accepted and designated the M1903.
Like the Lee-Enfield, the Springfield was a "short" rifle model with a 61cm
barrel suited for Infantry and Cavalry use. The Bolt and magazine were
identical to the Mauser bolt, with two locking lugs in the front and one in
the rear, perfect to fire the powerful .30cal Springfield rifle cartridge.
However, the bolt was also like the Mauser in which it had to be rotated a
full 90 degrees to unlock, unlike the Lee-Enfield, which only needed to be
rotated by half of that.
During 1905 and 06, the Springfield was refitted to use a different bayonet
and different sights, as well as upgrading the ammunition to a 150 grain ball
ammunition, designated the .30-06. Various models were produced, such as the
Model 1903A3 with sights moved to the back in the form of aperture sights, as
well as the implication of the Type-S stock, and the 1903A4, hand-selected
for accuracy, with the removal of the iron sights in the place of an M73 and
later an M84 telescopic 2.2x scope. These rifles were technically replaced by
the M1 Garand in 1937, but still remained in use as a popular snipers weapon
until the end of the Korean War.
---------------------------------
The Scoped Springfield in CoD3
---------------------------------
The Springfield is the Allies' sniper weapon, and is excellent in fulfilling
that roll. It is laser-accurate, retaining the ability to click the left
thumb-stick to hold your breathe and steady your aim. Visuals and sounds are
very different from CoD2. The graphics are actually one of the cons of the
rifle, as sometimes you may find yourself admiring the weapon's beauty
instead of watching for targets. The firing sounds and bolt operation have
been salvaged from CoD2: BRO.
The scope consists of two thin lines intersecting each other in the very
middle (marking the exact point of impact), one vertical and the other
horizontal. Three smaller lines intersect the bottom of the vertical line and
either side of the horizontal line, helping to box single targets and assist
aiming. (Note that this scope configuration is generic in all sniper rifles.)
The scope shakes wildly while not holding your breathe to steady your aim,
but it swirls in a fairly predictable pattern, so it is not always necessary
to hold your breathe. After each shot, you now exit zoom-mode to cycle the
bolt. Realistic, yet also allows your target to get away if you missed. Note
to sniper: don't miss!
:===========================================================================:
3.5 Â– Scoped Lee-Enfield
:===========================================================================:
Designation: Rifle, No.4 Mk.1(T), Lee-Enfield
Country of Origin: Great Britain
Available to: British, Canadian, and Polish
Caliber: .303 British
Feed Mechanism: 10 round box magazine
Operation: Lee bolt
------------------------------------
History of the Scoped Lee-Enfield
------------------------------------
Lee-Enfield No.4 Mk.1 Rifles tended to vary in accuracy. A battle rifle's
main role in an infantry unit was to (or at least back in the times of the
Great Wars) fill the air with enough lead at long enough ranges in hopes that
one round may find a target. This was the case with rifles such as the M1
Garand, Kar98k, Lee-Enfield, and Mosin-Nagant. However, as I said just
previously, accuracy varied within these rifles, and occasionally, one
distinguished itself from the rest.
Sniper Rifles are not a new idea. The concept of sharp-shooting first arose
with the acceptance of a rifled barrel during the mid 19th century, when iron-
sights first began to show up on modern breech loaders. It had already
occurred to the general public and various hunters and shooters that by
equipping a rifled gun with a telescope or monocular that accuracy could
improve by astronomical scale. Although scoped rifles were at first pretty
non-regulation with military rifles, by the First World War, sharp-shooters
were already using a telescopic sight to engage targets at up to 1200 meters.
The Lee-Enfield No.4 Mk.1 would typically go through a number of firing tests
before being packaged and shipped to appropriate arms dealers. One such test
pitted a Lee-Enfield against a 1x1 meter white square target at a range of
300 meters. If the rifle performed within certain parameters, then the rifle
was accepted and the guidelines slightly adjusted, this time being shot at
the same target at distances of up to 600 meters, scope not included. If the
rifle fired in groups of no more than a 10-inch diameter, the rifle was hand-
selected to be fitted with the No.32 British sniper Scope.
Only a handful of these rifles made the cut for the sniper conversion
program, which was conducted at both the Royal Arms Factory in England and
the Holland & Holland manufacturers in Canada. These rifles were distributed
to British snipers in distinct Sniper Programs or in regular infantry squads.
The 3.5x scope increased the effective range of the Lee-Enfield to 800
meters.
---------------------------------
The Scoped Lee-Enfield in CoD3
---------------------------------
Good thing the Scoped Lee-Enfield still uses the 5-round stripper clips to
reload instead of 1 round at aÂ… wait. It DOESN'T! Blasphemy!
Yes, it's a sad truth. The Lee-Enfield is now equipped with the authentic
No.32 scope instead of the peculiar offset scope from CoD2. Now, even with
the hefty 10 round clip, you must reload the Enfield one agonizing round at a
time. Thus, as a rule, you should never fire more than five shots from the
scoped Lee-Enfield before reloading, or you will have to suffer the
consequences.
The Scoped Lee-Enfield looks and sounds exactly the same as the regular Lee-
Enfield, except for the 3.5x Scope mounted on the top. The scope
configuration is the same as the Springfield, so further explanation is not
necessary. You'll find that the scoped Lee-Enfield is very exclusive in the
single-player campaign, and unfortunately does not make an appearance in
multiplayer.
:===========================================================================:
3.6 Â– Scoped Kar98k
:===========================================================================:
Designation: Der Karabiner 1898 Kurz
Country of origin: Germany
Available to: Axis, German
Caliber: 8mm Mauser
Feed mechanism: 5 round integral magazine
Operation: Mauser bolt
-------------------------------
History of the Scoped Kar98k
-------------------------------
The Kar98k was a commonly accurate weapon for a battle rifle. While this was
of course affected by the quality of the breech, chamber, bore, and
ammunition, the Germans were more than capable of succeeding in high quality
production.
Kar98k rifles are fitted with 60cm barrels, and went through the same kind of
testing as other battle rifles like the Springfield and Lee-Enfield to
determine exactly what degree of accuracy an individual rifle was packing.
These rifles were then modified to be fitted with scope mounts and the
standard German 4x scope. These remained the most commonly encountered German
sniper rifles throughout the war, and easier to manufacture than the
expensive G43 sniper variant. The Kar98k, equipped with scope, was accurate
at up to 800 meters.
----------------------------
The Scoped Kar98k in CoD3
----------------------------
Your typical sniper rifle, the scoped Kar98k performs almost identically to
the scoped Springfield, with differences, of course, to the sounds and
visuals. The sounds are only slightly different than the regular Kar98k
model, and the weapon looks the same as well. The scope is essentially of the
same layout as any other sniper rifle in CoD3.
In multiplayer, you must zoom out of scoped mode to cycle the bolt, just as
you would with the Springfield. Accuracy is perfect, and will land on the
exact pixel that you aim for. With a slow rate of fire, low magazine
capacity, and extreme accuracy, the Kar98k (and Springfield) are well suited
to sniping.
:===========================================================================:
3.8 Â– Rifleman and Sniper Efficiency
:===========================================================================:
These two classes are similar in that they are both relied on to provide well
placed shots for an infantry unit. But they differ quite a bit.
------------
Riflemen
------------
No longer are bolt action and semi-automatic rifles so similar. With the
increased rate of fire of the Garand and the decreased rate of the Kar98k,
the two rifles are on quite different ends of the deal.
Using the Garand, a player is relativity safe at most ranges, and can run
with the rest of the infantry squad. However, the Garand is no match for the
sniper rifle at long range and cannot hold its own against a submachine gun
at close range. It focuses on a good mixing of all these characteristics.
With a Garand, you have the advantage of power and speed, where if a player
rounds the corner, a few quick taps of the trigger will stop him in his
tracks. But a rifleman armed with a Garand should typically keep his distance
and find key areas to defend, allowing him to pick off targets from available
cover or from the prone position.
While engaging targets, the rifleman should only expose himself to one
opponent at a time, as you have much better chances with a one on one duel
than a three on one massacre. These conditions are ideal when cover is
available or you are in the prone position, as you are exposing as little of
your body as possible, making you a much smaller target.
Armed with the Kar98k, a player should opt for long range combat rather than
frontline warfare. Using a Kar98k to pick off targets from a safe distance,
you may even surprise yourself with your performance. The Kar98k is powerful
and easy to use, but only under certain circumstances. Again, the player
should use cover or the prone position to his advantage, and find areas easy
to defend or areas guarded by other teammates with a wider variety of
weapons. When using the Kar98k, try to aim for the head, as risking a body
shot could give away your position if you target survives, and leaves you
vulnerable while working the bolt.
You also have the option to attach a rifle grenade as your class's special
ability. The amount of rifle grenades you can carry depends on a players